Lines Matching full:vector
29 * \li RenderScript uses column-based vectors. Transforming a vector is done by
30 * postmultiplying the vector, e.g. <em>(matrix * vector)</em>, as provided by
46 * to a vector will first do the translation then the scaling.
178 * <em>(x, y, z)</em> vector.
180 * To rotate a vector, multiply the vector by the created matrix
187 * @param x The x component of the vector that is the axis of rotation.
188 * @param y The y component of the vector that is the axis of rotation.
189 * @param z The z component of the vector that is the axis of rotation.
198 * vector is multiplied by a number. This number can be negative.
200 * To scale a vector, multiply the vector by the created matrix
215 * number is added to each element of a vector.
217 * To translate a vector, multiply the vector by the created matrix
289 * The axis of rotation is the <em>(x, y, z)</em> vector.
291 * To apply this combined transformation to a vector, multiply
292 * the vector by the created matrix using \ref rsMatrixMultiply.
296 * @param x The x component of the vector that is the axis of rotation.
297 * @param y The y component of the vector that is the axis of rotation.
298 * @param z The z component of the vector that is the axis of rotation.
307 * When scaling, each component of a vector is multiplied by a number.
310 * To apply this combined transformation to a vector, multiply
311 * the vector by the created matrix using \ref rsMatrixMultiply.
326 * to each component of a vector.
328 * To apply this combined transformation to a vector, multiply
329 * the vector by the created matrix using \ref rsMatrixMultiply.
347 * To apply this projection to a vector, multiply the vector by the
370 * To apply this projection to a vector, multiply the vector by the
389 * To apply this projection to a vector, multiply the vector by the
403 * Multiply a vector by a matrix.
405 * Returns the post-multiplication of the vector by the matrix, ie. <em>m * in</em>.
407 * When multiplying a \e float3 to a \e rs_matrix4x4, the vector is expanded with (1).
409 * When multiplying a \e float2 to a \e rs_matrix4x4, the vector is expanded with (0, 1).
411 * When multiplying a \e float2 to a \e rs_matrix3x3, the vector is expanded with (0).
450 * Multiply a vector by a matrix.
452 * Returns the post-multiplication of the vector of the matrix, i.e. <em>m * in</em>.
454 * When multiplying a \e float3 to a \e rs_matrix4x4, the vector is expanded with (1).
456 * When multiplying a \e float2 to a \e rs_matrix4x4, the vector is expanded with (0, 1).
458 * When multiplying a \e float2 to a \e rs_matrix3x3, the vector is expanded with (0).